#version 460
#extension GL_ARB_separate_shader_objects : enable

layout(binding = 0) uniform UBO {
    mat4 proj;
    mat4 view;
} ubo;

layout(location = 0) in vec3 inPosition;

layout(location = 0) out vec4 outColor;

layout(push_constant) uniform PushConstants {
    mat4 model;
    vec4 color;
} pushConstants;

void main() {
    gl_Position = ubo.proj * ubo.view * pushConstants.model * vec4(inPosition, 1.0);
    outColor = pushConstants.color;
}